Can somebody explain why Server Side looks different than Client Side?

Hi there! Before I start, I just wanna say that my script is working as intended (I did this stuff like 2 weeks ago and haven’t used studio since), it’s just that I noticed today that Server Side looks different from what the client sees.

You see, I usually script on my laptop, then to test I play the game on my iPad (because my laptop is just too slow for me) and because of this I usually only see the client side of the game.

Here’s what I see when I’m playing the game

Now Today my IPad’s battery is dead so I had to test within studio, and for curiosity I click server side and I see this funny thing :

So my question is, can anybody explain why this is happening? Otherwise it’s fine cause the game works the way I want it to

And here’s some context :

  1. I haven’t made any changes, I only opened studio and went to test to see where I left off
  2. Im using a tween script to animate and using welds to hold the parts together
  3. I’m not using any local scripts or remote events, everything is on the server side workspace

Can you define what do you mean by “funny thing”? Everything seems normal.

Well you see, the white and blue trails that spin around the triangle is normal in the first video, but in the second video when I change to server side the trails are like orbiting around the triangle instead

Example of trails being weird from the second video
image

Are you sure that the spinny bits are at the same height as the triangle? It may be a perspectives thing

I’m going to go ahead and assume you know the difference between server-side and client-side.

It’s one of the ‘Basics’ of scripting and as you can see on your screen(the client) your camera may be angled differently than that in the server.

There may also be a few CFraming/Tweening calculations you’ve done on the client side to align it perfectly for the client’s viewing vs. those same non-applied calculations not affecting it on the server-side. Although I’m 99% sure it’s mostly just because you’ve set your camera on the client side, and the server doesn’t see what the client sees.

However, if your game is single-player I wouldn’t fret too much about this because you really only prioritize what you want your client to see.

AND IF by any chance you don’t know what the difference between client and server is, I’ll reference you to this: Roblox Client-Server Model

I’m not using any local scripts, all animations is done in 1 script which is in the trail (workspace and server side)

The trails are the same height as the triangle

Also if I were to disabled the camera lock so that the player would have their normal camera controls then the client side would look the same so it shouldn’t be dealing with camera angles either

Do you mind sharing your ‘SpinTrails’ script then?

while true do
	script.Parent.BlueTrail.BlueTrailAP.CFrame = script.Parent.BlueTrail.BlueTrailAP.CFrame * CFrame.fromEulerAnglesXYZ(0,-0.12,0)
	script.Parent.WhiteTrail.WhiteTrailAP.CFrame = script.Parent.WhiteTrail.WhiteTrailAP.CFrame * CFrame.fromEulerAnglesXYZ(0,-0.12,0)
	wait()
end

BlueTrailAP and WhiteTrailAP is the anchorpoint part to which i welded all the parts to, that way i just spin the anchor point part and everything else rotates with it

Oh and here’s an example without the camera lock

But yea your right it’s not really a issue I was just curious that’s all